[Bf-blender-cvs] [ef0d8bf] experimental-build: Revert "Decklink test - 3rd attempt to fix atomic-ops"
Benoit Bolsee
noreply at git.blender.org
Thu May 19 17:34:32 CEST 2016
Commit: ef0d8bffc69d6461313cf8367281840ad532fda2
Author: Benoit Bolsee
Date: Thu May 19 17:33:32 2016 +0200
Branches: experimental-build
https://developer.blender.org/rBef0d8bffc69d6461313cf8367281840ad532fda2
Revert "Decklink test - 3rd attempt to fix atomic-ops"
This reverts commit d65c58e17d155f9c2b54dbfd49872962c218a5d4.
Conflicts:
intern/atomic/intern/atomic_ops_utils.h
source/gameengine/VideoTexture/DeckLink.cpp
source/gameengine/VideoTexture/VideoDeckLink.cpp
===================================================================
M CMakeLists.txt
M build_files/cmake/macros.cmake
D doc/python_api/examples/bge.texture.2.py
M doc/python_api/rst/bge.logic.rst
M doc/python_api/rst/bge.render.rst
M doc/python_api/rst/bge.texture.rst
M doc/python_api/rst/bge_types/bge.types.BL_Shader.rst
M intern/CMakeLists.txt
M intern/atomic/intern/atomic_ops_unix.h
M intern/atomic/intern/atomic_ops_utils.h
D intern/decklink/CMakeLists.txt
D intern/decklink/DeckLinkAPI.cpp
D intern/decklink/DeckLinkAPI.h
D intern/decklink/linux/DeckLinkAPI.h
D intern/decklink/linux/DeckLinkAPIConfiguration.h
D intern/decklink/linux/DeckLinkAPIConfiguration_v10_2.h
D intern/decklink/linux/DeckLinkAPIDeckControl.h
D intern/decklink/linux/DeckLinkAPIDiscovery.h
D intern/decklink/linux/DeckLinkAPIDispatch.cpp
D intern/decklink/linux/DeckLinkAPIDispatch_v7_6.cpp
D intern/decklink/linux/DeckLinkAPIDispatch_v8_0.cpp
D intern/decklink/linux/DeckLinkAPIModes.h
D intern/decklink/linux/DeckLinkAPITypes.h
D intern/decklink/linux/DeckLinkAPIVersion.h
D intern/decklink/linux/DeckLinkAPI_v10_2.h
D intern/decklink/linux/DeckLinkAPI_v7_1.h
D intern/decklink/linux/DeckLinkAPI_v7_3.h
D intern/decklink/linux/DeckLinkAPI_v7_6.h
D intern/decklink/linux/DeckLinkAPI_v7_9.h
D intern/decklink/linux/DeckLinkAPI_v8_0.h
D intern/decklink/linux/DeckLinkAPI_v8_1.h
D intern/decklink/linux/DeckLinkAPI_v9_2.h
D intern/decklink/linux/DeckLinkAPI_v9_9.h
D intern/decklink/linux/LinuxCOM.h
D intern/decklink/win/DeckLinkAPI_h.h
D intern/decklink/win/DeckLinkAPI_i.c
M intern/ghost/CMakeLists.txt
M intern/ghost/GHOST_ISystem.h
M intern/ghost/GHOST_Types.h
M intern/ghost/intern/GHOST_ContextGLX.cpp
M intern/ghost/intern/GHOST_ContextGLX.h
M intern/ghost/intern/GHOST_ContextWGL.cpp
M intern/ghost/intern/GHOST_ContextWGL.h
M intern/ghost/intern/GHOST_System.cpp
M intern/ghost/intern/GHOST_System.h
M intern/ghost/intern/GHOST_SystemWin32.cpp
M intern/ghost/intern/GHOST_SystemX11.cpp
M intern/ghost/intern/GHOST_WindowWin32.cpp
M intern/ghost/intern/GHOST_WindowWin32.h
M intern/ghost/intern/GHOST_WindowX11.cpp
M intern/ghost/intern/GHOST_WindowX11.h
D intern/gpudirect/CMakeLists.txt
D intern/gpudirect/dvpapi.cpp
D intern/gpudirect/dvpapi.h
M intern/moto/include/MT_Matrix4x4.h
M source/blender/gpu/GPU_texture.h
M source/blender/gpu/intern/gpu_framebuffer.c
M source/blender/gpu/intern/gpu_texture.c
M source/blender/python/generic/bgl.c
M source/blenderplayer/CMakeLists.txt
M source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.h
M source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
M source/gameengine/Ketsji/BL_Shader.cpp
M source/gameengine/Ketsji/BL_Shader.h
M source/gameengine/Ketsji/KX_Dome.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.h
M source/gameengine/Ketsji/KX_PythonInit.cpp
M source/gameengine/Ketsji/KX_Scene.cpp
M source/gameengine/Ketsji/KX_Scene.h
M source/gameengine/Rasterizer/CMakeLists.txt
D source/gameengine/Rasterizer/RAS_IOffScreen.h
M source/gameengine/Rasterizer/RAS_IRasterizer.h
D source/gameengine/Rasterizer/RAS_ISync.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.h
M source/gameengine/VideoTexture/CMakeLists.txt
M source/gameengine/VideoTexture/Common.h
D source/gameengine/VideoTexture/DeckLink.cpp
D source/gameengine/VideoTexture/DeckLink.h
M source/gameengine/VideoTexture/Exception.cpp
M source/gameengine/VideoTexture/Exception.h
M source/gameengine/VideoTexture/FilterBase.h
M source/gameengine/VideoTexture/FilterSource.h
M source/gameengine/VideoTexture/ImageBase.cpp
M source/gameengine/VideoTexture/ImageBase.h
M source/gameengine/VideoTexture/ImageMix.cpp
M source/gameengine/VideoTexture/ImageRender.cpp
M source/gameengine/VideoTexture/ImageRender.h
M source/gameengine/VideoTexture/ImageViewport.cpp
M source/gameengine/VideoTexture/ImageViewport.h
M source/gameengine/VideoTexture/Texture.cpp
M source/gameengine/VideoTexture/VideoBase.cpp
M source/gameengine/VideoTexture/VideoBase.h
D source/gameengine/VideoTexture/VideoDeckLink.cpp
D source/gameengine/VideoTexture/VideoDeckLink.h
M source/gameengine/VideoTexture/VideoFFmpeg.cpp
M source/gameengine/VideoTexture/blendVideoTex.cpp
===================================================================
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 343f2f8..408cf22 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -230,8 +230,7 @@ option(WITH_BULLET "Enable Bullet (Physics Engine)" ON)
option(WITH_SYSTEM_BULLET "Use the systems bullet library (currently unsupported due to missing features in upstream!)" )
mark_as_advanced(WITH_SYSTEM_BULLET)
option(WITH_GAMEENGINE "Enable Game Engine" ${_init_GAMEENGINE})
-option(WITH_PLAYER "Build Player" ON)
-option(WITH_DECKLINK "Support BlackMagicDesign DeckLink cards in the BGE" ON)
+option(WITH_PLAYER "Build Player" OFF)
option(WITH_OPENCOLORIO "Enable OpenColorIO color management" ${_init_OPENCOLORIO})
# Compositor
@@ -275,7 +274,6 @@ endif()
if(WITH_X11)
option(WITH_X11_XINPUT "Enable X11 Xinput (tablet support and unicode input)" ON)
option(WITH_X11_XF86VMODE "Enable X11 video mode switching" ON)
- option(WITH_X11_ALPHA "Enable X11 transparent background" ON)
endif()
if(UNIX AND NOT APPLE)
@@ -716,7 +714,6 @@ if(WITH_GHOST_SDL OR WITH_HEADLESS)
set(WITH_X11 OFF)
set(WITH_X11_XINPUT OFF)
set(WITH_X11_XF86VMODE OFF)
- set(WITH_X11_ALPHA OFF)
set(WITH_GHOST_XDND OFF)
set(WITH_INPUT_IME OFF)
endif()
@@ -856,16 +853,6 @@ if(WITH_X11)
endif()
endif()
- if(WITH_X11_ALPHA)
- find_library(X11_Xrender_LIB Xrender ${X11_LIB_SEARCH_PATH})
- mark_as_advanced(X11_Xrender_LIB)
- if (X11_Xrender_LIB)
- list(APPEND PLATFORM_LINKLIBS ${X11_Xrender_LIB})
- else()
- set(WITH_X11_ALPHA OFF)
- endif()
- endif()
-
endif()
@@ -3217,7 +3204,6 @@ if(FIRST_RUN)
info_cfg_text("System Options:")
info_cfg_option(WITH_INSTALL_PORTABLE)
- info_cfg_option(WITH_X11_ALPHA)
info_cfg_option(WITH_X11_XF86VMODE)
info_cfg_option(WITH_X11_XINPUT)
info_cfg_option(WITH_MEM_JEMALLOC)
diff --git a/build_files/cmake/macros.cmake b/build_files/cmake/macros.cmake
index a73eb9f..239371c 100644
--- a/build_files/cmake/macros.cmake
+++ b/build_files/cmake/macros.cmake
@@ -687,14 +687,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
endif()
- if(WITH_DECKLINK)
- list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
- endif()
-
- if(WIN32)
- list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
- endif()
-
if(WITH_OPENSUBDIV)
list(APPEND BLENDER_SORTED_LIBS bf_intern_opensubdiv)
endif()
diff --git a/doc/python_api/examples/bge.texture.2.py b/doc/python_api/examples/bge.texture.2.py
deleted file mode 100644
index f7e0170..0000000
--- a/doc/python_api/examples/bge.texture.2.py
+++ /dev/null
@@ -1,239 +0,0 @@
-"""
-Video Capture with DeckLink
-+++++++++++++++++++++++++++
-Video frames captured with DeckLink cards have pixel formats that are generally not directly
-usable by OpenGL, they must be processed by a shader. The three shaders presented here should
-cover all common video capture cases.
-
-This file reflects the current video transfer method implemented in the Decklink module:
-whenever possible the video images are transferred as float texture because this is more
-compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
-can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
-
-Other pixel formats will be transferred as 32 bits integer red-channel texture but this
-won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
-However, it should not be necessary to use any of them as the list below covers all practical
-cases of video capture with all types of Decklink product.
-
-In other words, only use one of the pixel format below and you will be fine. Note that depending
-on the video stream, only certain pixel formats will be allowed (others will throw an exception).
-For example, to capture a PAL video stream, you must use one of the YUV formats.
-
-To find which pixel format is suitable for a particular video stream, use the 'Media Express'
-utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
-Window, you have selected the right pixel format and you can use the same in Blender.
-
-Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
-value (look for color.a = ). It's up to you to add postprocessing to the color.
- * these shaders are compatible with 2D and 3D video stream
-"""
-import bge
-from bge import logic
-from bge import texture as vt
-
-# The default vertex shader, because we need one
-#
-VertexShader = """
-#version 130
- void main()
- {
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- }
-
-"""
-
-# For use with RGB video stream: the pixel is directly usable
-#
-FragmentShader_R10l = """
- #version 130
- uniform sampler2D tex;
- // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
- uniform float stereo;
- // eye = 0.0 for the left eye, 0.5 for the right eye
- uniform float eye;
-
- void main(void)
- {
- vec4 color;
- float tx, ty;
- tx = gl_TexCoord[0].x;
- ty = eye+gl_TexCoord[0].y*stereo;
- color = texture(tex, vec2(tx,ty));
- color.a = 0.7;
- gl_FragColor = color;
- }
-"""
-
-# For use with YUV video stream
-#
-FragmentShader_2vuy = """
- #version 130
- uniform sampler2D tex;
- // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
- uniform float stereo;
- // eye = 0.0 for the left eye, 0.5 for the right eye
- uniform float eye;
-
- void main(void)
- {
- vec4 color;
- float tx, ty, width, Y, Cb, Cr;
- int px;
- tx = gl_TexCoord[0].x;
- ty = eye+gl_TexCoord[0].y*stereo;
- width = float(textureSize(tex, 0).x);
- color = texture(tex, vec2(tx, ty));
- px = int(floor(fract(tx*width)*2.0));
- switch (px) {
- case 0:
- Y = color.g;
- break;
- case 1:
- Y = color.a;
- break;
- }
- Y = (Y - 0.0625) * 1.168949772;
- Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
- Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
- color.r = Y + 1.5748 * Cr;
- color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
- color.b = Y + 1.8556 * Cb;
- color.a = 0.7;
- gl_FragColor = color;
- }
-"""
-
-# For use with high resolution YUV
-#
-FragmentShader_v210 = """
- #version 130
- uniform sampler2D tex;
- // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
- uniform float stereo;
- // eye = 0.0 for the left eye, 0.5 for the right eye
- uniform float eye;
-
- void main(void)
- {
- vec4 color, color1, color2, color3;
- int px;
- float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
- tx = gl_TexCoord[0].x;
- ty = eye+gl_TexCoord[0].y*stereo;
- width = float(textureSize(tex, 0).x);
- // to sample macro pixels (6 pixels in 4 words)
- sx = tx*width*0.25+0.01;
- // index of display pixel in the macro pixel 0..5
- px = int(floor(fract(sx)*6.0));
- // increment as we sample the macro pixel
- dx = 1.0/width;
- // base x coord of macro pixel
- bx = (floor(sx)+0.01)*dx*4.0;
- color = texture(tex, vec2(bx, ty));
- color1 = texture(tex, vec2(bx+dx, ty));
- color2 = texture(tex, vec2(bx+dx*2.0, ty));
- color3 = texture(tex, vec2(bx+dx*3.0, ty));
- switch (px) {
- case 0:
- case 1:
- Cb = color.b;
- Cr = color.r;
- break;
- case 2:
- case 3:
- Cb = color1.g;
- Cr = color2.b;
- break;
- default:
- Cb = color2.r;
- Cr = color3.g;
- break;
- }
- switch (px) {
- case 0:
- Y = color.g;
- break;
- case 1:
- Y = color1.b;
- break;
- case 2:
- Y = color1.r;
- break;
- case 3:
- Y = color2.g;
- break;
- case 4:
- Y = color3.b;
- break;
- default:
- Y = color3.r;
- break;
- }
- Y = (Y - 0.0625) * 1.168949772;
- Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
- Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
- color.r = Y + 1.5748 * Cr;
- color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
- color.b = Y + 1.8556 * Cb;
- color.a = 0.7;
- gl_FragColor = color;
- }
-"""
-
-# The exhausitve list of pixel formats that are transferred as float texture
-# Only use those for greater efficiency and compatiblity.
-#
-fg_shaders = {
- '2vuy' :FragmentShader_2vuy,
- '8BitYUV' :FragmentShader_2vuy,
- 'v210' :FragmentShader_v210,
- '10BitYUV' :FragmentShader_v210,
- '8BitBGRA' :FragmentShader_R10l,
- 'BGRA' :FragmentShader_R10l,
- '8BitARGB' :FragmentShader_R10l,
- '10BitRGBXLE':FragmentShader_R10l,
- 'R10l' :FragmentShader_R10l
- }
-
-
-
-
-#
-# Helper function to attach a pixel shader to the material that receives the video frame.
-#
-
-def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
- if not pixel in fg_shaders:
- raise('Unsuported shader')
- shader = obj.meshes[0].materials[mat].getShader()
- if shader != None and not shader.isValid():
- shader.setSource(VertexShader, fg_shaders[pixel], True)
- shader.setSampler('tex', 0)
- shader.setUniformEyef("eye")
- shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
- tex = vt.Texture(obj, mat)
- tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
- print("frame rate: ", tex.source.framerate)
- tex.source.play()
- obj["video"] = tex
-
-#
-# Attach this function to an object that has a material with texture
-# and call it once to initialize the object
-#
-def init(cont):
- #config_video(cont.owner, 'HD720p5994', '8BitBGRA')
- #config_video(co
@@ Diff output truncated at 10240 characters. @@
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